shoe
Junior Strategist
Posts: 706
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Post by shoe on Aug 16, 2017 23:38:41 GMT
pure rhulic viable but now that irregulars is coming out you be even better off not pure rhulic
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crow
Junior Strategist
Posts: 310
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Post by crow on Aug 17, 2017 2:41:26 GMT
I don't know about that! Ossrum is still pretty competitive in pure rhulic, though I do grant you, he's probably the only one now. After all extra deployment, reposition, and free models are all great theme benefits, and even with just pure Rhulic he can fit a lot of answers in his list. Anti-stealth, magic weapons (though not great), armor cracking, and he presents armor skew, and assassination threat to the enemy. I'd say the likelihood is that if you DO see pure Rhulic, it'll be one list probably then paired with an Irregulars (heck it's what I'm planning on!)
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Aug 17, 2017 4:32:50 GMT
not pure rhulic has eiryss1 and ragaman and orin for free plus aiyana and holt and is better than repo 3 and a free bokur or artillery
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Post by mikethefish on Aug 17, 2017 4:39:44 GMT
not pure rhulic has eiryss1 and ragaman and orin for free plus aiyana and holt and is better than repo 3 and a free bokur or artillery Incorrect.
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Aug 17, 2017 13:34:24 GMT
no ur incorrect!!!
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Aug 22, 2017 18:45:12 GMT
It almost like there isn't a single right answer to list building...
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Post by Stormsmith Dropout on Sept 6, 2017 20:38:01 GMT
So... why are Highshields bad again?
I hadn't looked at their card in a while, but they look like they'd be solid with Ossrum. I think SR17 gives them a possible place to shine. They aren't too slow with the CA, they have a turn of shooting twice, and they have pretty solid armor that makes them hard to remove at range.
In the Rhulic theme, they get 9" deployment turn 1, and they run 8". That puts them 1" right below a centered circular zone. Then they can walk in next turn, shoot, and chill there. Leave them as a back line that can score, let Jacks and Forgeguard handle anything further up.
What am I missing? Someone burst my bubble.
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Sept 6, 2017 20:42:08 GMT
rng 10 spd 4 pow 10
16 pts
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Post by Stormsmith Dropout on Sept 6, 2017 21:23:48 GMT
rng 10 spd 4 pow 10 16 pts But Snipe, double time, and CRA.
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Zeykk
Junior Strategist
Posts: 135
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Post by Zeykk on Sept 6, 2017 21:56:10 GMT
Double Time doesn't make them any faster. They advance after combat action. So it's essentially a Repo 4 for a turn if they don't shield wall. They are still speed 4, which is slow; very slow.
They are only pow 10 and rat 5. Yes you can CRA but unbuffed range 10 doesn't reach much on speed 4. Even range 14 on a speed 4 doesn't reach much.
Finally, ARM 15 is pretty trivially removed right now. If you're using that Double Time order they can't Shield Wall. Combine that with DEF 11. They are also easy to hit.
They just get removed off the table and don't really pack a punch. The Forge Guard are taken because of weapon master. So you get volume of attacks despite the low power (but the extra dice makes up for the lack of power).
For the same 16 points, and let's be honest it's not really 16 points, it's 21 because you're mentioning the CA They can do 3 CRA shots at POW 13, RAT 7 and a 2 man CRA in one turn; or double that for that Double Tap. Or for similar points you can get 3-4 gun bunnies that give you 3-4 shots at pow 12 with better range, and mobility that are boosted. Not to mention each one has 18 boxes (and more armor). Points for points it just isn't worth the investment for something that does something so similarly.
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Post by Stormsmith Dropout on Sept 7, 2017 0:45:58 GMT
Double Time doesn't make them any faster. They advance after combat action. So it's essentially a Repo 4 for a turn if they don't shield wall. They are still speed 4, which is slow; very slow. They are only pow 10 and rat 5. Yes you can CRA but unbuffed range 10 doesn't reach much on speed 4. Even range 14 on a speed 4 doesn't reach much. Finally, ARM 15 is pretty trivially removed right now. If you're using that Double Time order they can't Shield Wall. Combine that with DEF 11. They are also easy to hit. They just get removed off the table and don't really pack a punch. The Forge Guard are taken because of weapon master. So you get volume of attacks despite the low power (but the extra dice makes up for the lack of power). For the same 16 points, and let's be honest it's not really 16 points, it's 21 because you're mentioning the CA They can do 3 CRA shots at POW 13, RAT 7 and a 2 man CRA in one turn; or double that for that Double Tap. Or for similar points you can get 3-4 gun bunnies that give you 3-4 shots at pow 12 with better range, and mobility that are boosted. Not to mention each one has 18 boxes (and more armor). Points for points it just isn't worth the investment for something that does something so similarly. Good reasons. Thank you.
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Post by mikethefish on Sept 7, 2017 9:58:20 GMT
We have all tried to solve them, Stormsmith. There is no solution for them, outside of a CID session.
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Post by Stormsmith Dropout on Sept 7, 2017 13:03:19 GMT
We have all tried to solve them, Stormsmith. There is no solution for them, outside of a CID session. Yeah. I don't own them or anything. But I looked at the card, and it didn't click that double time and shield wall were mutually exclusive. They have to be fast or durable, but are costed as though they do both. Sucks.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Sept 7, 2017 13:24:21 GMT
They unfortunately fall into that problem of base cost + merc tax + having lots of options tax.
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